Syonryoken Posted November 15, 2010 Share Posted November 15, 2010 Okay so I was told the other day that it is somewhat possible to port Oblivion animation for NV. Now I was able to find the name to rename the files, however i am still having issues. So my question is how to I go about porting these kf files to fallout? Do I have to directly replace the file in the bsa? or can i just put it in the proper folder? If someone could help thatd be much appreciated! Link to comment Share on other sites More sharing options...
ArmchairOdin Posted November 16, 2010 Share Posted November 16, 2010 The Oblivion NIF and KF files are of a different version than Fallout 3 uses and can't be copied over directly. They also use slightly different skeletons. You can attach an Oblivion KF to the FO skeleton in Blender by importing FO's Skeleton.nif and attaching an Oblivon .kf in the import dialog and see the results: several bones get twisted 90 degrees out of place. While you could fix this by hand, I'd be curious to know if anyone has an automatic way or a way to get around it. edit: also the Thumb bones changed names, and the two games use different reference positions. Even if the animation imported OK, the arms would need to be altered manually because they'd start in the wrong place. Link to comment Share on other sites More sharing options...
Syonryoken Posted November 16, 2010 Author Share Posted November 16, 2010 dang okay. thanks for the help. I wonder why noone has even tried doing this? It seems as if FO modders dont really care about melee and unarmed animations Link to comment Share on other sites More sharing options...
SmileyCat Posted November 17, 2010 Share Posted November 17, 2010 Hm.. I wonder.. May it be becuase its ILLEGAL? Its exactly the same as porting from FO3 to FNV. Link to comment Share on other sites More sharing options...
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